package work22;

import work20.Missile;
import work20.TankClient;
import work20.Wall;

import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class Tank{
    public static final int XSPEED = 5;
    public static final int YSPEED = 5;

    public static final int WIDTH = 30;
    public static final int HEIGHT = 30;

    private boolean good;
    TankClient tc = null;


    private int x, y;
    int oldX,oldY;
    int step;
    private static Random r = new Random();
    Direction[] dirs = Direction.values();

    //将这个枚举类型转为数据组
    int rn = r.nextInt(dirs.length);

    private boolean live=true ;
    //是否按下了4个方向键
    private boolean bL=false,
            bU = false,
            bR = false,
            bD = false;
    //成员变量：方向
    public enum Direction {L,LU,U,RU,R,RD,D,LD,STOP};
    private Direction dir=Direction.STOP;
    //ptDir代表炮筒的方向，默认方向向下
    private Direction ptDir = Direction.D;

    public boolean isGood() {
        return good;
    }
    public Tank(int x, int y, boolean good) {
        this.x = x;
        this.y = y;
        this.good = good;
    }
    public Tank(int x, int y, boolean good, TankClient tc) {
        this(x, y,good);
        this.tc = tc;
    }
    public int getX() {
        return x;
    }

    public int getY() {
        return y;
    }
    public boolean isLive() {
        return live;
    }
    public void setLive(boolean live){
        this.live=live;
    }

    public void draw(Graphics g) {
        if(!live) return;
        Color c = g.getColor();
        if(good) {
            g.setColor(Color.RED);
        }
        else {
            g.setColor(Color.BLUE);
        }
        g.fillOval(x, y,WIDTH, HEIGHT);
        g.setColor(c);
        switch(ptDir) {
            case L:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT / 2);
                break;
            case LU:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT /2, x, y);
                break;
            case U:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y);
                break;
            case RU:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y);
                break;
            case R:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT / 2);
                break;
            case RD:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT);
                break;
            case D:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y + Tank.HEIGHT);
                break;
            case LD:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT);
                break;
            case STOP:
                break;
        }
        move();
    }
    void move(){
        this.oldX = x;
        this.oldY = y;
        if( !good) {
            //Direction.values()将这个枚举类型转为数组
            Direction[] dirs = Direction.values();
            if(step == 0) {
                step = r.nextInt(12) + 3;
                int rn = r.nextInt(dirs.length);
                dir = dirs[rn];
            }
            step--;

            if(r.nextInt(40) > 38) this.fire();
        }
        switch(dir){
            case L:
                x-=XSPEED;
                break;
            case LU:
                x-=XSPEED;
                y-=YSPEED;
                break;
            case U:
                y-=YSPEED;
                break;
            case RU:
                x+=XSPEED;
                y-=YSPEED;
                break;
            case R:
                x+=XSPEED;
                break;
            case RD:
                x+=XSPEED;
                y+=YSPEED;
                break;
            case D:
                y+=YSPEED;
                break;
            case LD:
                x-=XSPEED;
                y+=YSPEED;
                break;
            case STOP:
                break;
        }
        if(this.dir != Direction.STOP) {
            this.ptDir = this.dir;
        }
        if(x < 0) x = 0;
        if(y < 25) y = 25;
        if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;
        if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;
    }

    public void KyePressed(KeyEvent e) {
        int key = e.getKeyCode();
        switch (key) {


            case KeyEvent.VK_LEFT:
                bL=true;
                break;
            case KeyEvent.VK_UP:
                bU=true;
                break;
            case KeyEvent.VK_RIGHT:
                bR=true;
                break;
            case KeyEvent.VK_DOWN:
                bD=true;
                break;
        }
        locateDirection();
    }
    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        switch(key) {
            //按下Ctrl时作出动作
            //只有当键被抬起来时，这枚炮弹才被发出去
            //避免了一直按下Ctrl而使得子弹过多的问题
            case KeyEvent.VK_CONTROL:
                fire();
                break;
            case KeyEvent.VK_LEFT: bL = false;
                break;
            case KeyEvent.VK_UP: bU = false;
                break;
            case KeyEvent.VK_RIGHT: bR = false;
                break;
            case KeyEvent.VK_DOWN: bD = false;
                break;
            case KeyEvent.VK_A:
                superFire();
                break;
        }
        locateDirection();
    }
    void locateDirection() {
        if(bL && !bU && !bR && !bD) dir = Direction.L;
        else if(bL && bU && !bR && !bD) dir= Direction.LU;
        else if(!bL && bU && !bR && !bD) dir = Direction.U;
        else if(!bL && bU && bR && !bD) dir = Direction.RU;
        else if(!bL && !bU && bR && !bD) dir = Direction.R;
        else if(!bL && !bU && bR && bD) dir = Direction.RD;
        else if(!bL && !bU && !bR && bD) dir = Direction.D;
        else if(bL && !bU && !bR && bD) dir = Direction.LD;
        else if(!bL && !bU && !bR && !bD)dir = Direction.STOP;
    }
    public Missile fire() {
        //保证子弹从Tank的中间出现
        int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
        int y = this.y + Tank.HEIGHT / 2 - Missile.WIDTH / 2;
        Missile m = new Missile(x, y, ptDir, this.tc,this.good);
        //在这里将missile加入到容器里
        tc.missiles.add(m);
        return m;
    }
    public Missile fire(Direction dir) {
        if (!live) return null;
        //保证子弹从Tank的中间出现
        int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
        int y = this.y + Tank.HEIGHT / 2 - Missile.WIDTH / 2;
        //将Tank现在的位置和方向传递给子弹
        //并且现在子弹的初始化不再是由坦克决定，而是由炮筒决定
        Missile m = new Missile(x, y, dir, this.tc, good);
        tc.missiles.add(m);
        return m;
    }


    private void superFire() {
        Direction[] dirs = Direction.values();
        for(int i = 0; i < 8; i++) { fire(dirs[i]);
        }
    }
    public boolean collidesWithWall(Wall w) {
        if(this.getRect().intersects(w.getRect()) &&
                this.live) {
            this.stay();
            return true;
        }
        return false;
    }


    private void stay() {
        x = oldX;
        y = oldY;
    }
    public boolean collidesWithTanks(java.util.List<Tank> tanks) {
        for(int i = 0; i < tanks.size(); i++) { Tank t = tanks.get(i);
            if(this != t) {
                if(this.live && t.isLive() &&
                        this.getRect().intersects(t.getRect())) { t.stay();
                    this.stay(); return true;
                }
            }
        }
        return false;
    }
    public Rectangle getRect() {

        return new Rectangle(x, y, WIDTH, HEIGHT);
    }


}